Files
nxnative-easy/docs/agents/README.md
T
seedds 7fdf6dccbe README screenshots of every game; NSP script packs unknown games with a provisional profile; Link's Awakening stencil copy and outdoor shaders
- README: a gallery with one picture per game (docs/images): iPhone shots
  with the virtual gamepad for Mario Wonder, 3D World, BotW and Link's
  Awakening; Mac shots (captioned) for Engage, Metroid Dread and 13
  Sentinels. Link's Awakening is now listed as in testing on an iPhone.
- scripts/build_ipa_from_nsp.py: a game with no profile is surveyed, then
  gets a provisional profile guessed from the survey in
  <NSP folder>/<id>_build/profile/<id>/ (outside the repo, reused on the
  next run) and a best-effort IPA; --survey-only keeps the old behaviour.
  game.py searches DM_GAMES_DIR after dm/games; the host Makefile reaches
  such a profile through a symlink; build_ipa.sh finds it through game.py.
  zip_store also stores files whose headers say they are compressed.
- copy_t2t_draw: depth-stencil copies now carry the stencil ([[stencil]]
  export from an X32_Stencil8 view). Link's Awakening's occlusion pass
  tests stencil bit 1 of its quarter-size depth copy, whose stencil was
  the new texture's undefined content.
- Link's Awakening: four outdoor shaders with the foliage shader's input
  loop failed on the iPhone (Half2 / normalized formats); listed in
  shader_facts_manual.tsv. Chain c4995bb3161c.
2026-10-17 21:04:33 +08:00

6.4 KiB

Porting a Switch title: agent guide

These pages are for an agent asked to analyse a Switch NSP and port it with the native-execution approach of this repository and d2r-mobile: the game's own aarch64 code runs natively on Apple hardware, a rewriter patches only the instructions Apple's kernel cannot run, the host replaces Horizon system services, and NVN is reimplemented on Metal.

Everything here was learned on Diablo II: Resurrected (SDK ~12, NVN 53, the original target of d2r-mobile) and Super Mario Bros. Wonder (SDK 16.2.0, NVN 55, this repository; its update 1.2.1 uses SDK 16.2.12), then extended by Fire Emblem Engage (Unity, SDK 12.3.7), Metroid Dread (MercurySteam's engine, SDK 11.4.3) 13 Sentinels: Aegis Rim (Vanillaware's engine, SDK 11.4.3, the same sdk and movie module as Dread) Super Mario 3D World + Bowser's Fury (Nintendo EPD's sead / agl engine, SDK 10.4.0, NVN API 53) The Legend of Zelda: Breath of the Wild (EPD's sead / ksys engine, SDK 20.5.22, DT_RELR relocations, update 1.9.0) and The Legend of Zelda: Link's Awakening (Grezzo's engine on NintendoWare, SDK 8.2.0, lower-left window origin). Where titles differed, each is given; the next title will differ again, so treat every number below as "measure it, don't assume it".

Page Covers
01-extract.md Keys, NSP → NCA → ExeFS / RomFS, update NSPs, the workspace layout
02-survey.md Static survey of a new title before touching the host: SDK version, imports vs. host hooks, SVCs, instructions to rewrite, NVN surface, data containers, Ghidra / REA setup
03-bringup.md Getting the host to boot the game: the run loop, how to read the log, and a catalogue of every failure pattern met so far with its root cause and fix
04-graphics.md NVN on Metal for a new title: object sizes, shader containers and keys, binding layouts, bindless textures, depth mode, index sizes, swizzle, transient render targets, the diagnostic switches
05-debugging.md Recipes: crash reports, lldb scripts, Ghidra headless decompilation, objdump, memory growth, render-pass and texture dumps, on-device diagnostics, offline pipeline link checks

Ground rules

  • Bring your own files. Keys, NSPs and anything extracted from them stay in the game's work folder ($W = <NSP folder>/<title>-work, next to the NSPs on the user's external drive; the home folder is nearly full), never in the repository, never in a commit, never printed. Print key names and lengths only.
  • Measure, then change. Each fix in this repository started from a concrete observation (a crash address and its decompilation, a census over all shaders, a memory profile). Write the evidence into the code comment next to the fix, the way the existing code does; the next title will need it.
  • One repository, one profile per title. nxnative (first called smbw-mobile) started as a copy of d2r-mobile's generic parts. Title- or SDK-specific constants live in the game profile dm/games/<id>/ (dm/games/README.md). That covers program ID, known builds, modules, address-space partition, NVN driver tables, the shader tables and the app identity. The code reads the profile through game_profile.h (host) or dm/games/game.py (tools). Behaviour that fits only one title's code is gated by that title's build ID (dm_main_build()), never left on for every title. Some things are still built into the translator: the texture / sampler handle bases and the depth mode (see 04). dmsh_build.py refuses a profile whose bases differ from the translator's.
  • Write code comments in English, and keep the 【红】 prefix for red log lines that mark something unimplemented or wrong. The README's Chinese half is the only Chinese text.
  • Test where it runs. The Mac host (dm/host/dmhost) is the development loop; the iOS app reuses the same host and graphics code. Never claim something works on iOS without running it there.

Checklist for a new title

  1. Run scripts/build_ipa_from_nsp.py on the title's NSP folder. With no profile for its title ID, it writes <NSP folder>/<title ID>_survey/survey.md:

    • modules and build IDs, SDK version and components, engine and graphics API markers;
    • RomFS containers;
    • the rewrite-site census and imports vs. host hooks.

    It extracts only the code modules plus a RomFS list for the survey. Unless given --survey-only, it then writes a provisional profile into <NSP folder>/<title ID>_build/profile/<title ID>/, extracts the game and packs a best-effort IPA. That profile is the starting point for step 3: the values are guesses (dm/games/README.md). For Mac runs, export DM_GAMES_DIR=<NSP folder>/<title ID>_build/profile until the profile moves into dm/games/.

  2. Extract base (and update, if in scope) — 01. Finish the survey — 02. Write down: SDK version, NVN API version, module list, imports the host lacks, SVCs, instruction census, NVN loader pattern, shader containers.

  3. Add a game profile dm/games/<title ID>/game.tsv, named after the base game's title ID (start from 010015100B514000/game.tsv: identity, build rows, modules; keep the memory / NVN values until they are measured) and build the host for it with make -C dm/host GAME=<id>.

  4. Run the rewriter (DM_RULESET=native) and check its counts against insn_census.py.

  5. Boot on the Mac and iterate on the failure catalogue in 03 until the game reaches its frame loop.

  6. Extract and translate the shaders, find the binding layout by census, and get the first frame — 04.

  7. Check memory over a minute of running (footprint, the host's memory report line); fix growth before moving on.

  8. Input, audio, then the iOS bundle (d2r-mobile's dm/ios, RomFS inside the app).

  9. Test on a phone: an unsigned IPA the user sideloads, switches through env.txt, results through Documents/log.txt (05). Several bugs only showed there (the command-buffer byte and the audio buffer size in 03, pipeline link failures in later levels in 04).

  10. For a game update: extract it over the base game, diff the imports, carry the per-build addresses over, and rebuild the shader tables for both versions (01).